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WotC Seeks Unity with a New Edition
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<blockquote data-quote="howandwhy99" data-source="post: 5769684" data-attributes="member: 3192"><p>Right now there are a few schools of thought on adventure design and I think WotC could benefit from going a different direction from Paizo. They do and have released adventures for 4E, but I don't know how profitable they have been. </p><p></p><p>Paizo is not going to be beat at their own game. The adventure path paradigm is their bread and butter because it naturally works with a subscription based book selling model - very lucrative for a small bookseller. Not to mention they have been cultivating authors and running contests to find more. It is every bit as much if not more important to their success IMO as the updated ruleset with a legacy audience.</p><p></p><p>The indie model doesn't really work well in regards to adventure publishing. Most games are very much focused on at the table improvisation by all players. The games themselves can sometimes be construed as single adventure booklets in some cases. In other cases adventures would be contrary to the design of the games.</p><p></p><p>What Wizard could do is go with alternate adventure designs until they find something that hits. Traditional modules can be every bit as complex as any finely written novel, but they are simply a different beast. Imagine a basic module-sized situation (an adventure territory) and tie all of the piece together in their relations. Then spin out a potential future of dynamic change within it. The key is, let the players change the world and the future timeline and enable DMs to construct alternate ones easily on the fly and between sessions without ignoring the starting relationships. - Well, that's one way. But just because adventures may not be selling or be seen as a weakness now doesn't mean they don't support play or cannot be reinvigorated.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5769684, member: 3192"] Right now there are a few schools of thought on adventure design and I think WotC could benefit from going a different direction from Paizo. They do and have released adventures for 4E, but I don't know how profitable they have been. Paizo is not going to be beat at their own game. The adventure path paradigm is their bread and butter because it naturally works with a subscription based book selling model - very lucrative for a small bookseller. Not to mention they have been cultivating authors and running contests to find more. It is every bit as much if not more important to their success IMO as the updated ruleset with a legacy audience. The indie model doesn't really work well in regards to adventure publishing. Most games are very much focused on at the table improvisation by all players. The games themselves can sometimes be construed as single adventure booklets in some cases. In other cases adventures would be contrary to the design of the games. What Wizard could do is go with alternate adventure designs until they find something that hits. Traditional modules can be every bit as complex as any finely written novel, but they are simply a different beast. Imagine a basic module-sized situation (an adventure territory) and tie all of the piece together in their relations. Then spin out a potential future of dynamic change within it. The key is, let the players change the world and the future timeline and enable DMs to construct alternate ones easily on the fly and between sessions without ignoring the starting relationships. - Well, that's one way. But just because adventures may not be selling or be seen as a weakness now doesn't mean they don't support play or cannot be reinvigorated. [/QUOTE]
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